
/*
** Copyright (c) 2012 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/


attribute vec4 gtf_Vertex;
uniform mat4 gtf_ModelViewProjectionMatrix;
varying vec4 color;

void main (void)
{
    int m = 12;
    int n = 102;
    bool result = true;
    int r = m;

    if( r==12 )
        result = result && true;
    else
        result = result && false;

    r += m;

    if( r == 24 )
        result = result && true;
    else
        result = result && false;

    r-= m;

    if( r == 12 )
        result = result && true;
    else
        result = result && false;

    r*= m;

    if ( r == 144 )
        result = result && true;
    else
        result = result && false;

    r/= m;

    // Integer divide can be implemented via float reciprocal,
    // so the result need not be exact
    if( r >= 11 && r <= 13 )
        result = result && true;
    else
        result = result && false;

    float gray;
    if( result )
    gray=1.0;
    else gray=0.0;
    color = vec4(gray, gray, gray, 1.0);
    gl_Position = gtf_ModelViewProjectionMatrix * gtf_Vertex;
}
